Excal's Forum Posts

  • vee41 <img src="smileys/smiley31.gif" border="0" align="middle" />

    You are my hero :)

  • I used MoveTo about 2 years.

    I published more than 20 games and made money with MoveTo on:

    1.Website

    2.Facebook

    3.iPhone/iPad/Android

    4.Win8

    5.WindowsPhone

    6.Blackberry Playbook

    Want to know my suggestion?

    "Don't use them, please, have a nice day."

    Are you saying don't use plugins in general, or that you stopped using moveTo after two years?

  • My board game uses 128x128 squares for 'units' and while they AA well on iPad, they don't seem to do so for Chrome or Firefox.

  • Yes, your understanding of layouts and the layers on them is correct.

    There is a command under 'System' that lets you move to a different layout.

  • Another issue I encountered during testing - obstacles aren't being set up properly.

    <img src="http://i.imgur.com/55KZo3t.png" border="0" />

    The pathfinding object goes through a space that is not allowed.

    <img src="http://i.imgur.com/9qe7swq.png" border="0" />

    Not sure why this is. Are invisible objects capable of being obstacles?

  • I think you should just combine Help Wanted (other) and Help Wanted (c2) and just make a separate subforum for Portfolios (don't call it 'self promotion' imo).

  • I agree with this.

    Ashley

  • I'm able to get the moveFinder to arrive to the destination now.

    <img src="http://i.imgur.com/yieNyQb.png" border="0" />

    I've checked in the debugger, and the tiles the moveFinder passes through on its way to the destination definitely are getting 'tagged'. Now it's just a matter of figuring out why the program never moves:

    <img src="http://i.imgur.com/ZMu13BJ.png" border="0" />

  • If you're wondering how to make a notification system, I use one in my current project: http://www.scirra.com/forum/open-source-turnbased-strategy-game_topic66620.html

    You can download the .capx and take a look at the 'Notification Box' group. For your purposes, you will need to change it up so that it's when the accept button is pressed, you call a function for the accept button actions, and if cancel is pressed, you can just use my default function that makes the notification box go away.

  • Got a .capx? We're not here to make a game for you with that feature.

  • I think this is more of a CocoonJS issue if it's happening with one small sprite with no real game logic.

    It could also be that CocoonJS prefers landscape mode, as most games prefer to run in that mode.

    I think you are asking this question on the wrong forum - Scirra does not make CocoonJS, so if it's a CocoonJS issue then you are not likely to find very much help here.

  • You posted a followup bump literally 9 minutes after your first post. We aren't sitting around here all day and night answering everyone's questions instantly.

    What you have sounds like a graphics issue. This is what you linked to:

    <img src="https://www.dropbox.com/s/zse0ivib5szw092/Screenshot_2013-08-11-18-22-38.png" border="0" />

    I'm no photoshop expert so I can't tell you how. I'm sure you can find tutorials online that will teach how how to make this in photoshop.

    As for implementation, since you're using CocoonJS, I assume you're releasing for mobile. I'm not sure about Android, but I don't of a single iOS app that has a 'quit' button.

  • This sounds like a graphics issue, not a coding issue, because you linked to this:

    <img src="http://content.screencast.com/users/karlvenus/folders/Default/media/63be76af-4ecc-42ae-b667-898454f3198a/128tower.png" border="0" />

    Honestly, it doesn't look too hard - make a circle and a triangle.

    For implementation, there is a Turret behavior and there are numerous tutorials on how to use particles in C2, although I'm pretty sure what you want is a turret projectile, not a particle ;)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Now that we have a debugger, I suggest that you start examining your memory usage much more closely.

    This past week I've cleared up several objects that were hanging around that I didn't need to use anymore.

    As a friend of mine told me, CocoonJS and all these other 'easy' export solutions have made it nearly painless for you to bring your terribly-managed game onto other platforms. It's time to start optimizing for mobile instead of thinking that you can just go from PC -> phone/tablet without paying attention to resources.

  • This is an extension of Tile Movement, except instead of moving one-by-one based on player input, the idea is that there is a single player input (the destination) and that the object needs to move there in a grid-based fashion (one space at a time).

    Take for example this image:

    <img src="http://i.imgur.com/MmZdqCJ.png" border="0">

    Every bright tile is one that the object can move to. Suppose the player clicks the bright tile at the far right (3 spaces to the right of the purple object). The idea is for the purple object to move to the clicked tile, one tile at a time until it gets there.

    Does anyone have a good idea on how to accomplish what I'm trying to do?

    BoardGame.capx

    Currently I have a pathfinding object that will move from the selected object to the destination tile, 'tagging' tiles that it overlaps on the way there. Once it reaches its destination, the object will then move one space at a time through the tagged tiles until it reaches the destination.

    However, my pathfinding object never reaches its destination:

    <img src="http://i.imgur.com/s4OyVpq.png" border="0">

    Anyone know why?